if you type in kh2fm codebreaker codes txt you will get a link to 4shared and i used them on a codebreaker v10 iso on pcsx2 and most of them worked and some didn't
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Codebreaker v9.2 Patched to Load ELF Files Instead of Discs (PS2)
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its best for you to create new thread about problem with KH2fm and ESRlee4 Does Not Accept Codes Requests !
When lee4 asks a question it does not mean lee4 will look at your game
*How to create and use SegaCD codes >click here<*
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what kind problems you have?
also post which ps2 model you have?lee4 Does Not Accept Codes Requests !
When lee4 asks a question it does not mean lee4 will look at your game
*How to create and use SegaCD codes >click here<*
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The next time somebody's applying patches to one of these things, you might want to take a look at a problem with the 5 code type. Pelican grouped it with 2 & 4 when they activate and massage the codes, which results in code type 5 being forced to 32-bit alignment, even though it doesn't require it.
For reference, here's the code relevant to the cheat activation.
The jump-table for the switch statement.Code:RAM:00102DBC loc_102DBC: RAM:00102DBC lui $v0, 0xFFFF RAM:00102DC0 addiu $s0, 4 RAM:00102DC4 li $v0, 0xFFFFFFFC # Word-alignment, address mask RAM:00102DC8 addiu $s4, 1 RAM:00102DCC and $v0, $a1, $v0 # And command and address with 0xFFFFFFFC RAM:00102DD0 li $v1, 2 RAM:00102DD4 sw $v0, 0($s1) # Result in active cheat array RAM:00102DD8 addiu $s1, 4 RAM:00102DDC lw $v0, 0($s0) # Load second word of code RAM:00102DE0 addiu $s0, 4 RAM:00102DE4 sw $v0, 0($s1) # Store second word of code RAM:00102DE8 beq $a2, $v1, loc_103180 # Go to next code if Code Type = 2 RAM:00102DEC addiu $s1, 4 RAM:00102DF0 lw $v0, 0($s0) # Copy the third and fourth words for type 4 & 5. RAM:00102DF4 addiu $s4, 1 RAM:00102DF8 addiu $s0, 4 RAM:00102DFC addiu $s5, 1 # Also increment active code count RAM:00102E00 sw $v0, 0($s1) RAM:00102E04 addiu $s1, 4 RAM:00102E08 lw $v0, 0($s0) RAM:00102E0C b loc_103050 RAM:00102E10 addiu $s0, 4
And the relevant section of the cheat engine.Code:RAM:00517930 JTbl_CodeActivate:.word loc_102D24 # DATA XREF: RAM:00102D10o RAM:00517934 .word loc_102D6C RAM:00517938 .word loc_102DBC # Type 2 RAM:0051793C .word loc_102E14 RAM:00517940 .word loc_102DBC # Type 4 RAM:00517944 .word loc_102DBC # Type 5 RAM:00517948 .word loc_102EC4 RAM:0051794C .word loc_102F8C RAM:00517950 .word loc_102D6C RAM:00517954 .word loc_102FCC RAM:00517958 .word loc_102D94 RAM:0051795C .word loc_102D24 RAM:00517960 .word loc_102D24 RAM:00517964 .word loc_102FF8 RAM:00517968 .word loc_10305C RAM:0051796C .word loc_1030F4
All from version 9.0 of the CodeBreaker device. It isn't exactly critical, but it wouldn't be difficult to fix if you're already in there applying patches to the ELF.Code:RAM:00080194 lw $a2, 8($t2) RAM:00080198 RAM:00080198 loc_80198: # CODE XREF: sub_80008+1A4j RAM:00080198 nop RAM:0008019C lb $a3, 0($a0) RAM:000801A0 sb $a3, 0($a2) RAM:000801A4 addiu $a0, 1 RAM:000801A8 addiu $a1, 0xFFFF RAM:000801AC bgtz $a1, loc_80198 RAM:000801B0 addiu $a2, 1
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I'll have a look at it later. Or I can simply supply an unpacked "GH" ELF if someone else would like to have at it.
On second thought... I don't really have the time nor desire to fix it.Last edited by bfoos; 12-31-2012, 08:51:02 PM.Missing LiquidManZero since 1685.
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K so the only tool I have to analyze the ELF is PS2dis, I really don't feel like tracking down IDA Pro to do this, so if someone else would be so kind as to fix code type 5, I would appreciate it. Or just tell me what bits at which offsets need patching and old vs new hex goodness as I am unlikely to use anything more than a hex editor on this ELF. I'll apply a patch if provided and provide credit in the readme or even the scroller in the app if you want. I could even put bfoos is a lazy cock sucker in there. Otherwise, code type 5 shall forever remain 32-bit aligned. I've done enough work on the day1 shit to merit someone else fixing this imo. I'm by no means fluent in MIPS assembly, I believe I could do this if I were motivated enough, but alas, I am ZzzzzzZZzzzzzzZZzzzz. Oh shit, I just fell asleep.Last edited by bfoos; 12-31-2012, 08:48:32 PM.Missing LiquidManZero since 1685.
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Settle down, dude. It was just a suggestion for an improvement. Fixing it doesn't even really solve much, because you still have to work around the bug if you want the codes to work for everybody, and code type 5 only gets used once in a blue moon. I figured if you guys needed to edit the server configuration again, or something, it might be worth tossing in.
That said, I think I managed to download the unpacked ELF you posted before you deleted it. I can at least provide information for a patch. Realistically, you could just change 0xFFFC to 0xFFFF in the mask, and let people slam into exceptions if they foolishly try to use 2 & 4 with improper addresses.
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Yeah, I'm not doing it bro. Even if the server info changes again at some point, that can be done with nothing more than ps2-unpacker and a hexeditor. Anyway, it is what it is.
Perhaps a better approach would be to fully document the mishandling of that code type and change the description at the very least on CMP, to provide the workaround that you learned of and fgwcheater stumbled upon during his testing and observations. Patching it in this ELF would be fine and dandy and I wouldn't mind it being done for completeness' sake, but it would only benefit a very select few users.
Happy New Year, bro!Last edited by bfoos; 01-01-2013, 03:41:27 PM.Missing LiquidManZero since 1685.
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Sorry but I was never able to unpack CB v9.3 or v10. Otherwise, I would've released modified versions of them as well.Missing LiquidManZero since 1685.
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There's not a lot of point in that. After 7.1, the minor versions were mostly code list updates, and maybe a minor bug-fix, if they were feeling generous. The only important difference between 9.x and 10.x is supposedly a patch feature for IOP modules that they never deigned to actually use. I suppose if you could crack the thing open, remove the signature check that they almost surely would have required for IOP files, and develop a module that it can interoperate with, you'd have something. That assumes the feature is actually there, and it wasn't just a story CMX spread about. And if you could do all that with version 10, you'd just as well slap a new module into the image on any old version.
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Hi there, sorry for digging out such an old thread. But I cannot get this elf to work. When I try to boot it up via FMCB or via File Manager, it just gives me a black screen, no signal detected on my TV. The PS2 stays on. It is an 39000 linked up trough RGB on an LG 3D TV.
Any idea?
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